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Give Dropships Lurms

Weapons Loadout Gameplay

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Poll: Give Dropships Lurms? (83 member(s) have cast votes)

Shall dropships have LURMS?

  1. HELL YEAH (48 votes [32.88%] - View)

    Percentage of vote: 32.88%

  2. PRAISE OUR SAVIOUR CHRIS (28 votes [19.18%] - View)

    Percentage of vote: 19.18%

  3. ALSO STREAKS (28 votes [19.18%] - View)

    Percentage of vote: 19.18%

  4. ALSO MANY LIGHT MACHINEGUNS (27 votes [18.49%] - View)

    Percentage of vote: 18.49%

  5. nope I'm a boring old fart (15 votes [10.27%] - View)

    Percentage of vote: 10.27%

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#61 B L O O D W I T C H

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Posted 10 January 2019 - 10:33 AM

View PostYondu Udonta, on 10 January 2019 - 05:18 AM, said:

And what if the enemy team decides to be boring *** ************* and camp their own dropzone for the added benefit of dropship firepower? There is more than one reason why mechs stay at spawn.


Long tom...
...seriously tho, yes that is an issue as well. I've gotta stress that the vast majority of times i've seen teams hiding in their own dropzone was pugs which had been totally crushed and been camped. So it's a direct result of attempted spawn camping.
I think this needs to be tackled mechanically, either secondary objectives for both sides or a different mechanic (long tom might actually work tbh) similar to ACT on incursion.
Honestly speaking it's not fun for the pushed side if they can't stick their nose out of the dropzone either. I'd say it's not like they don't move out because they're tilted but rather because they're out of options, a selectable, alternative droppoint might work too.

I could also point towards MWLL (again) where spawn camping isn't a big issue, since both sides have a heavily fortified base (which is difficult to camp) but if it does get camped, one or two fast moving mechs can always flank and grab a secondary objective from which their team can drop (or literally grab and drive a mobile spawnpoint APC to a semi save location).
But comparing MWLL with MWO FP is difficult since MWLL is a lot more dynamic and tactical.

Edited by Toha Heavy Industries, 10 January 2019 - 10:40 AM.


#62 Koniving

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Posted 10 January 2019 - 12:06 PM

View PostDanjo San, on 09 January 2019 - 01:52 PM, said:

but why is MW:LL then such a barren wasteland?

Because its been legally shut down the west, with its developers moving on to make something that could legally make money rather than spending another half a decade on something that can't make money and might get them sued. (See the reddit on its shutdown).

Now its being picked up by developers that say they're Russian (where the copyright suing is a lot harder), and half the player base still thinks its shut down for good.

The original guys are making this instead.


#63 Grus

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Posted 11 January 2019 - 01:49 PM

View PostRoland09, on 07 January 2019 - 10:12 AM, said:


I knew all along you Clanner scum don't care about Ares conventions.

As Dear Coordinator so eloquently put it: "Die, Clanner!"


I'd be quite ok with being dropped in an overlord class dropship instead of these crappy things we have now. Even so both should have lore firepower/ weapons....

http://www.sarna.net/wiki/Overlord

http://www.sarna.net/wiki/Union

For some serious OP
http://www.sarna.net...(DropShip_class)




#64 Danjo San

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Posted 13 January 2019 - 03:20 PM

View PostKoniving, on 10 January 2019 - 12:06 PM, said:

The original guys are making this instead.


they stopped making that ... it's dead...

#65 justcallme A S H

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Posted 13 January 2019 - 04:54 PM

View PostYondu Udonta, on 10 January 2019 - 05:18 AM, said:

And what if the enemy team decides to be boring *** ************* and camp their own dropzone for the added benefit of dropship firepower? There is more than one reason why mechs stay at spawn.


The exact reason why buffing dropships will not fix anything.

But people are too dumb around here to see the affect to their proposed change (I won't use the word improvement, because it isn't one).

You already see teams hiding behind their DZ as it is to use the Dropships, buffing them, as i said earlier - just makes it more prevalent.

#66 J a y

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Posted 13 January 2019 - 05:51 PM

If you fight near your dropzone, the enemy will push it immediately after they inevitably kill you because of your poor positioning.

In the event that a team stays in their dropzone, regardless of whether their dropships have railguns or plasma cannons, this does nothing but guarantee that their enemy has them locked in a position that is nearly impossible to escape.

#67 K O Z A K

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Posted 13 January 2019 - 05:54 PM

View PostJ a y, on 13 January 2019 - 05:51 PM, said:

If you fight near your dropzone, the enemy will push it immediately after they inevitably kill you because of your poor positioning.

In the event that a team stays in their dropzone, regardless of whether their dropships have railguns or plasma cannons, this does nothing but guarantee that their enemy has them locked in a position that is nearly impossible to escape.


I've seen you guys play, don't pretend you know anything about staying near the dropzone, lol

#68 J a y

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Posted 13 January 2019 - 06:36 PM

View PostHazeclaw, on 13 January 2019 - 05:54 PM, said:


I've seen you guys play, don't pretend you know anything about staying near the dropzone, lol



I'm very highly educated. I know dropzones, I know the best dropzones. But there's no better dropzone than the Frozen City dropzone.

Edited by J a y, 13 January 2019 - 06:36 PM.


#69 Extra Guac

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Posted 15 January 2019 - 04:22 PM

Give 'em RACs!





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